WIP's

Physical WIP: Splining Pt. 2

Here’s part 2 of splining. Note to self, things are easier the more detailed the blocking is. Again, my challenges were with the arms and switching from FK/IK.

Let me know what you think!

2 Comments

  1. “things are easier the more detailed the blocking is. ”

    I agree! I’m starting to do extra breakdown keys (or whatever they’re called) in between the main poses too. The drawback, at least to me, is that it gets messy in the graph editor with so many unnecessary keys … and sometimes get hard to keep track of when shifting around timings.

    I’m toying with the idea of combining this blocking/pose to pose method with my old method to animate … by blocking in final poses/timings on proxy rig, then rotoscope with real rig. Might be too troublesome, but I still wanna try it out.

    Anyway… CRITS!

    Overall, 2nd half of animation looks good. There are a few things I think could be done differently…

    frame 192 — seems like his right arm (or both?) should swing down then up as he crouches to jump.

    frame 199 — his downward descent feels a tad fast … maybe. Not sure.

    203 — I think he should bring his legs forward. Think long jumpers … it would feel more natural to try and catch yourself with legs in front after a forward leap.

    208 — maybe this is the part where it contributes to the falling fast feeling? After slightly catching himself, his downward momentum should be dampened.

    280ish — this part feels slightly weird to me. Seems like he should have both feet planted first before standing up.

    done being nitpicky…

  2. I think what I usually do to combat the messiness is that I treat it all the keys on one frame as one key. So whenever I choose to move keys or adjust timing, I make sure I have all controllers selected before doing anything.

    So when you mean using a proxy and real rig, you’re going to treat the proxy rig as the ruffs and then the real rig as the clean up animation? I’d like to see that in action.

    Thanks so much for all the crits! The jump/descent and the ending part were definitely the spots I needed more input on; I was unsure how I felt about those sections. Thanks for giving me some ideas on how to approach them.

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